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Welcome to my blog

My name is Gilles Charbonneau

I am a long time 2d animator and I would like to share with you some of the tips and tricks I have learned over the years by posting tutorials and articles on this blog.

Gilles

Call for tutorials

Hello everyone.

If You guys have suggestions for tutorials, written or video, please let me know, as I am slowly returning to animation full time.

Gilles

5 comments:

  1. I don't know if you've got my mail? Anyway, this is what I said:
    * I’m curious how you would handle head and body turns with smart bones, front - 3/4 or even better front - back.

    * Different ways to handle animation with ”target bones”, like walk cycles, what is, in your opinion, the best way to make a walk cycle, pose to pose? Do you move the target bones first? etc…

    Regards / Ulrik

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    1. Hello Ulrik

      No I did not get your email.

      As far as head turn goes, I posted a test a while ago.

      http://gcharb2d.blogspot.ca/2014/10/head-turn-file.html

      I don't use smartbones for head and body turns really, they look too static for my taste, not dynamic enough, and the rigs are a pain in the butt to make.

      Here is one way of making a head turn without smartbones.

      http://gcharb2d.blogspot.ca/2011/07/head-turn-with-dialogues.html

      Body turns can easily be made with a simple turn around, like the one I posted on YouTube a while back.

      https://www.youtube.com/watch?v=Culs-A4bSzQ

      And yes, I would animate target bones first, especially for the legs.

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  2. Ok, I've seen those examples, thanks for reply!

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  3. What about, to use references and masking, for make shading and highlights?
    I guess there is a smart way to use references on original "vector" art for that purpose

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    Replies
    1. Hello Ulrik
      Normally I only use masking for these, but I suppose that reference layer could make the process more dynamic, I'll look into it.
      Thanks for the suggestion.

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